precision mediump float;

varying vec2 v_TexCoord;
uniform sampler2D u_Texture;
uniform float u_Offset;
uniform float u_Kernel[25];  // 最大支持 5x5 的高斯核
uniform int u_KernelSize;    // 高斯核的实际大小 (如3代表3x3核, 5代表5x5核)

void main() {
    vec4 color = vec4(0.0);

    // int halfSize = u_KernelSize / 2;
    // for(int i = -halfSize; i <= halfSize; i++) {
    //     for(int j = -halfSize; j <= halfSize; j++) {
    //         float weight = u_Kernel[(i + halfSize) * u_KernelSize + (j + halfSize)];
    //         color += texture2D(u_Texture, v_TexCoord + vec2(float(i) * u_Offset, float(j) * u_Offset)) * weight;
    //     }
    // }

    // gl_FragColor = color;
    // gl_FragColor = texture2D(u_Texture, v_TexCoord + vec2(float(i) * u_Offset, float(j) * u_Offset))
    // gl_FragColor = texture2D(u_Texture, v_TexCoord);
    gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}